I present Adjoint-Driven Russian Roulette and Splitting for efficient light transport simulation which is a part of my PhD.

Size: px
Start display at page:

Download "I present Adjoint-Driven Russian Roulette and Splitting for efficient light transport simulation which is a part of my PhD."

Transcription

1 I present Adjoint-Driven Russian Roulette and Splitting for efficient light transport simulation which is a part of my PhD. work at Charles University in Prague. 1

2 The simulation becomes expensive especially in the presence of indirect illumination. 2

3 In this Crytek recreation of the famous Sponza scene, the sun shines into the atrium behind the curtain and the shot is lit mostly indirectly. 3

4 When we render the scene with path tracing that utilizes classic albedo-driven Russian roulette, we can notice that the image is especially noisy in areas 4

5 where light is transported over long paths. 5

6 We show that our Adjoint-Driven Russian roulette and Splitting achieves better importance sampling and results in more efficient simulations. 6

7 Recently, we introduced a path guiding method for efficient sampling of indirect illumination. 7

8 8

9 It turns out, that our new ADRRS method further improves the efficiency of path guiding and that these two different importance sampling schemes work in synergy. 9

10 I start by providing background on Russian roulette and splitting. In the next section I will explain the core of our method that lies in estimating expected contribution of each path. To estimate the expected contribution we need to precompute estimates of radiance field and of our pixels which is the topic of the following section. In the last but one section I will present our theoretical contribution that explains importance sampling properties of our method. It also shows why it works in synergy with path guiding. In the end I will present some of our results. 10

11 Lets start with the background. 11

12 Since Arvo & Kirk adopted Russian roulette from neutron transport simulations it has been used in the same form ever since. They also noticed that splitting of path trajectories is used in neutron transport as well and that in computer graphics it is known as distributed ray tracing. We believe that the main contribution of our work is the revision of the Russian roulette and splitting in light transport simulation. 12

13 People in neutron transport apply Russian roulette and splitting successfully on remarkably difficult transport problems. 13

14 Imagine that we want to measure radiation that escapes through a shield of a nuclear reactor. If the shield is designed well then roughly 1 in a billion or even less particles that were emitted in the reactor core will make it out through the shield. Well, that sounds as a mission impossible for MC estimators. Yet if they are given a rough estimate of how much are various parts of the shield important with respect to the computed estimate they can use Russian roulette and splitting as powerful importance sampling techniques. This has directly inspired our approach as difficult visibility and multi-bounce indirect illumination cause similar problems to MC estimators. 14

15 So lets have a look at the basics of Russian roulette and splitting. Under Russian roulette at each vertex the path survives with some probability q 15

16 and is terminated with probability 1-q. If path is terminated, it does not contribute to estimated pixel value. 16

17 If the path survives its throughput is divided by the surviving probability to compensate for terminated paths. 17

18 The throughput also known as path weight, is a product of emission, bsdf and geometric terms, 18

19 and these terms are also divided by the direction sampling probabilities p and surviving probabilities q at each vertex. 19

20 Russian roulette changes the path weight only through the surviving probability. 20

21 Arvo & Kirk suggest to set the surviving probability to a ratio of the current path weight and a user defined threshold. This allows unbiased rendering without spending too much time on tracing long paths with a small throughput. 21

22 Another commonly used approach is to use local albedo of the material as a surviving probability. 22

23 Splitting. 23

24 It works by splitting a path into several diverging trajectories that are tracked independently. 24

25 Similarly to Russian roulette we need to correct the path weight after each split by the number of spawned paths. The main problem is again to determine the splitting factor q. 25

26 If we set q to 1 we end up with path tracing. 26

27 If we use a fixed rate higher than 1 we get bushy trees due to exponential branching. 27

28 Instead of fixed rates, Szirmay-Kalos and Antal suggest to use a heuristic based on material properties like albedo and roughness. 28

29 Obviously, both Russian roulette and splitting can be naturally combined together through the factor q. If q is less than one roulette is played if q is greater than one the path is split. 29

30 Now I will present the main downsides of the current approaches. It turns out that termination/splitting factor based on local reflectance properties is often sub-optimal. 30

31 While RR saves time by terminating paths with small throughput it may tremendously increase variance per path if only a tiny fraction of them will have non-zero contribution. This is particularly pressing in scenes with strong indirect illumination that is reflected several times of materials with rather low albedo. 31

32 In contrast, our method allows to survive paths that are heading into important regions close to light sources. 32

33 And its still capable of terminating paths that have very small expected contribution and their further tracing would be inefficient. 33

34 Splitting in general is a good thing. It decreases variance per primary ray cast from the camera. But this brings additional cost due to tracing more rays. 34

35 When splitting is based on local material properties, this cost becomes too high because paths are split also in regions where the expected path contribution is small. 35

36 In contrast, our method starts splitting a path when it detects that its expected contribution is high. This simply means that path has made it into important region and we need to focus there the effort of our simulation. 36

37 I m going to talk about our adjoint-driven Russian roulette and splitting in more detail. 37

38 The heart of our method is in computing the termination/splitting factor q at each vertex. 38

39 Unlike previous methods we consider both history of the path in the form of its weight 39

40 and also its future in the form of reflected radiance at y. Note that the true value of radiance accounts for all possible path trajectories that can follow the current scattering event at y. 40

41 Their product is the expected contribution that forms an unbiased estimate of pixel value I. 41

42 To obtain the termination/splitting factor we directly compare the expected contribution to the true pixel value associated with the currently traced path. Note that the smaller the expected contribution the higher is the probability of terminating the path. And vice versa: if the expected contribution is higher than the pixel value we will split the path. To make it work we need to obtain rough estimates of the pixel value I and the radiance field in the scene. I will get back to them later. 42

43 Now I want to show what happens with the path weight under application of our ADRRS. 43

44 Recall that when a path survives or is split we need to divide the current path weight by the factor q. 44

45 This results into the ratio of the pixel value I and the reflected radiance. This is very important formula. It shows that our ADRRS keeps this invariant in the whole simulation. And if we hit a light source then the final contribution of each path will be equal to I. 45

46 We can depict the behavior of our approach on this simple weight chart. 46

47 When the incoming weight is higher than the invariant ratio 47

48 we split the path and weight of split paths will achieve our invariant. 48

49 Similarly, when the weight is lower that the demanded invariant 49

50 we play Russian roulette. 50

51 However, in our implementation we allow some leeway and we force the path weight to lie in an interval centered at the demanded weight ratio. 51

52 so in fact we play the roulette so that surviving paths have weight at the lower boundary while we split paths so that the resulting weights are at the top boundary. 52

53 If the path weight lies within the interval we let the path survive without playing roulette or splitting. 53

54 This technique called weight-window has been a standard technique in neutron transport simulations for about thirty years. And it is a fundamental component of widely used simulation packages such as MCNP from Los Alamos national labs. The purpose of weight window is to make our algorithm more robust to the inaccuracies of our measurement and radiance estimates. 54

55 There is a comparison of results without the weight window the left image and with the weight window - right image. We can see that the weight window prevented some high frequency noise around the tea pot and that for example the reflection of the table in the teapot is less noisy as well. 55

56 Now I am going to say more about how we compute the estimates necessary for settingup a weight window. 56

57 I will recall that to set up the weight window we need to estimate the pixel value I and the reflected radiance at y. 57

58 To get the approximation of the radiance field we could for example precompute irradiance or radiance cache. However, instead of implementing the cache according to works of Ward or Krivanek, we base our solution on our previous path guiding method. 58

59 This method precomputes directional distributions in the scene and stores them in a spatial cache. Each yellow dot corresponds to such a distribution. Each distribution is fitted so that it is roughly proportional to incident radiance. The primary goal of the method is to use the distributions for sampling scattering directions in order to guide paths towards the light sources. 59

60 However, in our ADRRS implementation we rather use the precomputed distributions to estimate the radiance field. For this purpose we also store the irradiance with each cache record. 60

61 In our implementation we simply use irradiance multiplied by albedo of materials to estimate the pixel values I. Note that the estimates visualized in the left image that we use in our implementation are rather poor. Still even on such a coarse input ADRRS achieves very good results. 61

62 To approximate the reflected radiance from y on secondary hits we could use the same approach. That is the irradiance multiplied by albedo at y. It works well when y is a diffuse material, however, such an approximation underestimates glossy materials. 62

63 To achieve better approximation we also use directional distribution and stored irradiance at x. In this way we can achieve reasonable approximation of reflected radiance at y even if y is a glossy material. 63

64 Here on the right inset we can see the effect of better estimate of reflected radiance when we use also the directional information. The left inset uses only irradiance multiplied by albedo. 64

65 Now I would like to present our theoretical contribution that sheds light on importance sampling properties of our ADRRS. 65

66 When we want to sample a direction at the position x, the rendering equation suggests that the ideal zero-variance distribution is proportional to the product of incident radiance, bsdf and cosine term at x. This is the holy grail of the importance sampling. 66

67 Now the standard approach is to importance sample scattering directions according to materials because this is usually the only known term in the product. 67

68 If we use path guiding we have also available the information about incident radiance so we can importance sample according to this term. 68

69 Now this becomes very interesting. We show in the paper, that our termination/splitting factor based on the expected contribution is actually equal to a ratio of the ideal zero-variance pdf and the actual pdf used for sampling the scattering directions. This form of the termination/splitting factor also reveals very nice property of our method: splitting and termination at y only depends on the event at x. Whatever has happened before doesn t matter. 69

70 The formula also suggests that whenever we undersample the ideal distribution in some direction that is when p is lower than the ideal distribution, we will split the path immediately at the next vertex to compensate for this undersampling. 70

71 Similarly, if we cast way too many rays in some direction, that is the actual sampling distribution is higher than the ideal distribution, Russian roulette will act as a rejection sampling to adjust the sample density. So our method steps in immediately when it detects that sampling didn t go as it ideally should have. Then it tries to amend the wrong decision through termination and splitting and the effective distribution of our samples becomes equal to the ideal distribution. 71

72 The formula has one more implication. The better the sampling distribution matches the ideal distribution the less work will ADRRS do. If they would match our ADRRS would never increase the variance because it would simply do nothing. This explains why it works in synergy with path guiding. 72

73 Before I show you our results, I should briefly say what needs to be done for algorithms based on tracing photons from light sources. 73

74 So far I was explaining our ADRRS on a path tracing example and we needed to know pixel estimates I and radiance estimates L. For light tracing or photon mapping, we only need to change these two estimates. 74

75 Because we do not know a priory what pixel will our path contribute to we take an average over all pixels to get the estimate I. 75

76 We also need to change the adjoint quantity that we use for setting up our weight window. Now, instead of radiance, we use visual importance emitted from the camera. 76

77 Now I will present some of our results. 77

78 We rendered all our results for one hour on Intel i7 with eight logical cores. The preprocessing time is included in this one hour. 78

79 We can see that path tracing with RR roulette is very inefficient on the indirect illumination. 79

80 Our ADRRS improves mainly indirect illumination transported over long paths. We can see that it didn t improve much the noise at the bottom part of the well. This illumination comes only from one indirect bounce. 80

81 I will present a result of our ADRRS in photon mapping on this famous scene with teapots and light source behind the doors. 81

82 It turns out that ADRRS performs especially well with photon based approaches. The upper left inset shows plain progressive photon mapping. 82

83 In this scene our ADRRS actually outperforms even the path guiding method. 83

84 Together they achieve better result on the shiny teapot. This makes sense because guiding improves the direction dependent effects. 84

85 In this scene, the living room is illuminated by sun and sky. Light comes only through the glass window and a small gap between the curtains. 85

86 These difficult conditions are a showstopper for plain path tracing. 86

87 Our ADRRS doesn t make any striking difference. The main problem is that we can reach the light source only through a very narrow set of directions. Our ADRRS detects that we highly undersample these directions only in the moment when path hits the window. It is too late for splitting because all rays would be refracted in the same direction and end in the Sun. 87

88 Nevertheless, this limitation can be complemented by path guiding. 88

89 And as I already mentioned, path guiding works in synergy with our method and together achieve better results. 89

90 90

91 As a major limitation, we consider the fact that the splitting does not take place on the same vertex where the sub-optimal directional sampling introduce the variance. However, this is nicely complemented by path guiding methods that improve the directional sampling. 91

92 Highly inaccurate adjoint or pixel measurement estimates can increase variance. Because in our implementation we based our pre-computation on the same principles as photon mapping we can get highly inaccurate estimates due to light leaks. 92

93 It would be interesting to further explore our approach with respect to efficiency. At this moment we do not take the cost of sampled rays into account. 93

94 We believe that the main contribution of our work is the revision of the Russian roulette and splitting that has been used in unchanged form in light transport simulation over the last 25 years. We achieved significant improvement in rendering of indirect illumination and we believe that there is still space for further research. 94

95 We would like to thank the following people and institutions for their help and funding. 95

96 We based our implementation on Mitsuba renderer and we will publish the source code. 96

97 Thank you. 97

98 98

99 Specifically our technical contribution is that we suggest termination/splitting factor based on approximation of adjoint solution and current path weight as opposed to local reflectance properties in the state-of-the-art methods. 99

100 We achieved practical implementation of the suggested approach that is robust even in the presence of glossy and specular materials in the scene. 100

101 We showed that it works in synergy with path guiding methods. 101

102 And we provided a theoretical analysis of importance sampling properties of our approach which also explains its limitations. 102

103 We set the weight-window size so that the upper boundary is five times the lower boundary. We experimented with different window sizes and it turned out that the method is not particularly sensitive to that parameter. 103

104 To cope with the non-integer values in the splitting factor q, we probabilistically split into

105 either closest smaller integer n with the probability n + 1 q 105

106 or into n + 1 paths with probability q n. 106

107 The weight of each new path is computed using the real split factor q and is the same regardless of whether we happen to split into n or n+1 paths. This approach is unbiased in the expected value sense. 107

108 In our implementation when path is split into n rays in a vertex y we use exactly the same number of next-event estimation samples in that vertex. Reasoning behind this decision is motivated by the fact that splitting happens when we enter more important regions where expected contribution is high. So the splitting is also very likely to happen when path enters a directly lit region. 108

CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak

CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing by Stephen Kazmierczak Introduction Unbiased light transport algorithms can sometimes take a large number of rays to

More information

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Path Tracing part 2 Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Monte Carlo Integration Monte Carlo Integration The rendering (& radiance) equation is an infinitely recursive integral

More information

Choosing the Right Algorithm & Guiding

Choosing the Right Algorithm & Guiding Choosing the Right Algorithm & Guiding PHILIPP SLUSALLEK & PASCAL GRITTMANN Topics for Today What does an implementation of a high-performance renderer look like? Review of algorithms which to choose for

More information

Adjoint-Driven Russian Roulette and Splitting in Light Transport Simulation

Adjoint-Driven Russian Roulette and Splitting in Light Transport Simulation Adjoint-Driven Russian Roulette and Splitting in Light Transport Simulation Jir ı Vorba Charles University in Prague Weta Digital, Wellington path tracing RMSE: 5.22x10-3 Jaroslav Kr iva nek Charles University

More information

Global Illumination. COMP 575/770 Spring 2013

Global Illumination. COMP 575/770 Spring 2013 Global Illumination COMP 575/770 Spring 2013 Final Exam and Projects COMP 575 Final Exam Friday, May 3 4:00 pm COMP 770 (and 575 extra credit) Projects Final report due by end of day, May 1 Presentations:

More information

Global Illumination The Game of Light Transport. Jian Huang

Global Illumination The Game of Light Transport. Jian Huang Global Illumination The Game of Light Transport Jian Huang Looking Back Ray-tracing and radiosity both computes global illumination Is there a more general methodology? It s a game of light transport.

More information

Monte Carlo Ray Tracing. Computer Graphics CMU /15-662

Monte Carlo Ray Tracing. Computer Graphics CMU /15-662 Monte Carlo Ray Tracing Computer Graphics CMU 15-462/15-662 TODAY: Monte Carlo Ray Tracing How do we render a photorealistic image? Put together many of the ideas we ve studied: - color - materials - radiometry

More information

In this part of the course, I will discuss various approaches for generating VPLs where they are most needed for a given camera view.

In this part of the course, I will discuss various approaches for generating VPLs where they are most needed for a given camera view. In this part of the course, I will discuss various approaches for generating VPLs where they are most needed for a given camera view. Let me start by reviewing the classic many lights rendering algorithm,

More information

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping Advanced Graphics Path Tracing and Photon Mapping Part 2 Path Tracing and Photon Mapping Importance Sampling Combine importance sampling techniques Reflectance function (diffuse + specular) Light source

More information

Part I The Basic Algorithm. Principles of Photon Mapping. A two-pass global illumination method Pass I Computing the photon map

Part I The Basic Algorithm. Principles of Photon Mapping. A two-pass global illumination method Pass I Computing the photon map Part I The Basic Algorithm 1 Principles of A two-pass global illumination method Pass I Computing the photon map A rough representation of the lighting in the scene Pass II rendering Regular (distributed)

More information

Practical Product Importance Sampling for Direct Illumination

Practical Product Importance Sampling for Direct Illumination Eurographics 2008 Practical Product Importance Sampling for Direct Illumination Petrik Clarberg Tomas Akenine-Möller Lund University Sweden This work was presented by Petrik Clarberg at Eurographics 2008

More information

Lecture 7 - Path Tracing

Lecture 7 - Path Tracing INFOMAGR Advanced Graphics Jacco Bikker - November 2016 - February 2017 Lecture 7 - I x, x = g(x, x ) ε x, x + S ρ x, x, x I x, x dx Welcome! Today s Agenda: Introduction Advanced Graphics 3 Introduction

More information

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity Schedule Review Session: Tuesday November 18 th, 7:30 pm, Room 2-136 bring lots of questions! MIT 6.837 Monte-Carlo Ray Tracing Quiz 2: Thursday November 20 th, in class (one weeks from today) MIT EECS

More information

In the real world, light sources emit light particles, which travel in space, reflect at objects or scatter in volumetric media (potentially multiple

In the real world, light sources emit light particles, which travel in space, reflect at objects or scatter in volumetric media (potentially multiple 1 In the real world, light sources emit light particles, which travel in space, reflect at objects or scatter in volumetric media (potentially multiple times) until they are absorbed. On their way, they

More information

Monte-Carlo Ray Tracing. Antialiasing & integration. Global illumination. Why integration? Domains of integration. What else can we integrate?

Monte-Carlo Ray Tracing. Antialiasing & integration. Global illumination. Why integration? Domains of integration. What else can we integrate? Monte-Carlo Ray Tracing Antialiasing & integration So far, Antialiasing as signal processing Now, Antialiasing as integration Complementary yet not always the same in particular for jittered sampling Image

More information

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016 The Rendering Equation Computer Graphics CMU 15-462/15-662, Fall 2016 Review: What is radiance? Radiance at point p in direction N is radiant energy ( #hits ) per unit time, per solid angle, per unit area

More information

Lecture 12: Photon Mapping. Biased Methods

Lecture 12: Photon Mapping. Biased Methods Lecture 12: Photon Mapping CS 6620, Spring 2009 Kavita Bala Computer Science Cornell University MC problems Biased Methods Biased methods: store information (caching) Better type of noise: blurring Greg

More information

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1 MIT 6.837 Monte-Carlo Ray Tracing MIT EECS 6.837, Cutler and Durand 1 Schedule Review Session: Tuesday November 18 th, 7:30 pm bring lots of questions! Quiz 2: Thursday November 20 th, in class (one weeks

More information

Recent Advances in Monte Carlo Offline Rendering

Recent Advances in Monte Carlo Offline Rendering CS294-13: Special Topics Lecture #6 Advanced Computer Graphics University of California, Berkeley Monday, 21 September 2009 Recent Advances in Monte Carlo Offline Rendering Lecture #6: Monday, 21 September

More information

The Rendering Equation. Computer Graphics CMU /15-662

The Rendering Equation. Computer Graphics CMU /15-662 The Rendering Equation Computer Graphics CMU 15-462/15-662 Review: What is radiance? Radiance at point p in direction N is radiant energy ( #hits ) per unit time, per solid angle, per unit area perpendicular

More information

This part of the course addresses the idea of path guiding and how it can be used to reduce variance of Monte Carlo volumetric light transport

This part of the course addresses the idea of path guiding and how it can be used to reduce variance of Monte Carlo volumetric light transport This part of the course addresses the idea of path guiding and how it can be used to reduce variance of Monte Carlo volumetric light transport simulation. We will also show that the theory of zero-variance

More information

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283 Acknowledgements and many slides courtesy: Thomas Funkhouser, Szymon

More information

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University A Brief Overview of Global Illumination Thomas Larsson, Afshin Ameri Mälardalen University 1 What is Global illumination? Global illumination is a general name for realistic rendering algorithms Global

More information

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects Basic Ray Tracing Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as

More information

Computer graphics III Path tracing. Jaroslav Křivánek, MFF UK

Computer graphics III Path tracing. Jaroslav Křivánek, MFF UK Computer graphics III Path tracing Jaroslav Křivánek, MFF UK Jaroslav.Krivanek@mff.cuni.cz Tracing paths from the camera renderimage() { for all pixels { } Color pixelcolor = (0,0,0); for k = 1 to N {

More information

rendering equation camera all

rendering equation camera all 1 Even the most recent existing methods are either not good at or not capable of handling complex illumination, such as reflected caustics on the floor. In this work we will show how to combine the strengths

More information

Monte Carlo Integration of The Rendering Equation. Computer Graphics CMU /15-662, Spring 2017

Monte Carlo Integration of The Rendering Equation. Computer Graphics CMU /15-662, Spring 2017 Monte Carlo Integration of The Rendering Equation Computer Graphics CMU 15-462/15-662, Spring 2017 Review: Monte Carlo integration Z b Definite integral What we seek to estimate a f(x)dx Random variables

More information

Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration

Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration Roland Schregle Motivation: Caustics Light transport from specular surfaces gives rise to caustics on diffuse surfaces.

More information

THEA RENDER ADAPTIVE BSD ENGINE

THEA RENDER ADAPTIVE BSD ENGINE THEA RENDER ADAPTIVE BSD ENGINE ADAPTIVE (BSD) ENGINE Adaptive (BSD) is the name of the biased engine inside Thea Render. This engine is a biased one (this is why we use the abbreviation "BSD") as it uses

More information

Bidirectional Path Tracing

Bidirectional Path Tracing Bidirectional Path Tracing CS295, Spring 2017 Shuang Zhao Computer Science Department University of California, Irvine CS295, Spring 2017 Shuang Zhao 1 Last Lecture Path integral formulation II Light path

More information

Corona Sky Corona Sun Corona Light Create Camera About

Corona Sky Corona Sun Corona Light Create Camera About Plugin menu Corona Sky creates Sky object with attached Corona Sky tag Corona Sun creates Corona Sun object Corona Light creates Corona Light object Create Camera creates Camera with attached Corona Camera

More information

Assignment 3: Path tracing

Assignment 3: Path tracing Assignment 3: Path tracing EDAN30 April 2, 2011 In this assignment you will be asked to extend your ray tracer to support path tracing. In order to pass the assignment you need to complete all tasks. Make

More information

Introduction. Chapter Computer Graphics

Introduction. Chapter Computer Graphics Chapter 1 Introduction 1.1. Computer Graphics Computer graphics has grown at an astounding rate over the last three decades. In the 1970s, frame-buffers capable of displaying digital images were rare and

More information

GAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao

GAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao GAMES Webinar: Rendering Tutorial 2 Monte Carlo Methods Shuang Zhao Assistant Professor Computer Science Department University of California, Irvine GAMES Webinar Shuang Zhao 1 Outline 1. Monte Carlo integration

More information

The Rendering Equation and Path Tracing

The Rendering Equation and Path Tracing The Rendering Equation and Path Tracing Louis Feng April 22, 2004 April 21, 2004 Realistic Image Synthesis (Spring 2004) 1 Topics The rendering equation Original form Meaning of the terms Integration Path

More information

Illumination Algorithms

Illumination Algorithms Global Illumination Illumination Algorithms Digital Lighting and Rendering CGT 340 The goal of global illumination is to model all possible paths of light to the camera. Global Illumination Global illumination

More information

Irradiance Gradients. Media & Occlusions

Irradiance Gradients. Media & Occlusions Irradiance Gradients in the Presence of Media & Occlusions Wojciech Jarosz in collaboration with Matthias Zwicker and Henrik Wann Jensen University of California, San Diego June 23, 2008 Wojciech Jarosz

More information

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] 1 Global Illumination

More information

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes Miloš Hašan Jaroslav Křivánek * Bruce Walter Kavita Bala Cornell University * Charles University in Prague Global Illumination Effects

More information

Lighting affects appearance

Lighting affects appearance Lighting affects appearance 1 Source emits photons Light And then some reach the eye/camera. Photons travel in a straight line When they hit an object they: bounce off in a new direction or are absorbed

More information

Motivation: Monte Carlo Path Tracing. Sampling and Reconstruction of Visual Appearance. Monte Carlo Path Tracing. Monte Carlo Path Tracing

Motivation: Monte Carlo Path Tracing. Sampling and Reconstruction of Visual Appearance. Monte Carlo Path Tracing. Monte Carlo Path Tracing Sampling and Reconstruction of Visual Appearance CSE 274 [Winter 2018], Lecture 4 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation: Key application area for sampling/reconstruction Core method

More information

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination Realistic Image Synthesis - Instant Global Illumination - Karol Myszkowski Overview of MC GI methods General idea Generate samples from lights and camera Connect them and transport illumination along paths

More information

Computer Graphics. Illumination and Shading

Computer Graphics. Illumination and Shading () Illumination and Shading Dr. Ayman Eldeib Lighting So given a 3-D triangle and a 3-D viewpoint, we can set the right pixels But what color should those pixels be? If we re attempting to create a realistic

More information

Realistic Image Synthesis

Realistic Image Synthesis Realistic Image Synthesis Bidirectional Path Tracing & Reciprocity Karol Myszkowski Gurprit Singh Path Sampling Techniques Different techniques of sampling paths from both sides Numbers in parenthesis

More information

Lighting. Figure 10.1

Lighting. Figure 10.1 We have learned to build three-dimensional graphical models and to display them. However, if you render one of our models, you might be disappointed to see images that look flat and thus fail to show the

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 480 Computer Graphics Lecture 18 Global Illumination BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] March 28, 2012 Jernej Barbic University of Southern California

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Angel Ch. 11] 1 Global Illumination

More information

Topic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source

Topic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport

More information

SAMPLING AND NOISE. Increasing the number of samples per pixel gives an anti-aliased image which better represents the actual scene.

SAMPLING AND NOISE. Increasing the number of samples per pixel gives an anti-aliased image which better represents the actual scene. SAMPLING AND NOISE When generating an image, Mantra must determine a color value for each pixel by examining the scene behind the image plane. Mantra achieves this by sending out a number of rays from

More information

Topic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component

Topic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport

More information

Lecture 18: Primer on Ray Tracing Techniques

Lecture 18: Primer on Ray Tracing Techniques Lecture 18: Primer on Ray Tracing Techniques 6.172: Performance Engineering of Software Systems Joshua Slocum November 16, 2010 A Little Background Image rendering technique Simulate rays of light - ray

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ] CSCI 420 Computer Graphics Lecture 15 Ray Tracing Ray Casting Shadow Rays Reflection and Transmission [Ch. 13.2-13.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations

More information

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction

More information

Scalable many-light methods

Scalable many-light methods Scalable many-light methods Jaroslav Křivánek Charles University in Prague Instant radiosity Approximate indirect illumination by 1. Generate VPLs 2. Render with VPLs 2 Instant radiosity with glossy surfaces

More information

COMPUTER GRAPHICS COURSE. LuxRender. Light Transport Foundations

COMPUTER GRAPHICS COURSE. LuxRender. Light Transport Foundations COMPUTER GRAPHICS COURSE LuxRender Light Transport Foundations Georgios Papaioannou - 2015 Light Transport Light is emitted at the light sources and scattered around a 3D environment in a practically infinite

More information

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University Global Illumination CS334 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g., a bulb)

More information

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker CMSC427 Shading Intro Credit: slides from Dr. Zwicker 2 Today Shading Introduction Radiometry & BRDFs Local shading models Light sources Shading strategies Shading Compute interaction of light with surfaces

More information

Final Project: Real-Time Global Illumination with Radiance Regression Functions

Final Project: Real-Time Global Illumination with Radiance Regression Functions Volume xx (200y), Number z, pp. 1 5 Final Project: Real-Time Global Illumination with Radiance Regression Functions Fu-Jun Luan Abstract This is a report for machine learning final project, which combines

More information

The Rendering Equation Philip Dutré. Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm

The Rendering Equation Philip Dutré. Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm The Rendering Equation Philip Dutré Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm 1 Overview Rendering Equation Path tracing Path Formulation Various

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2015 - Lecture 10: Ground Truth Welcome! Today s Agenda: Limitations of Whitted-style Ray Tracing Monte Carlo Path Tracing INFOGR Lecture 10 Ground Truth

More information

SOME THEORY BEHIND REAL-TIME RENDERING

SOME THEORY BEHIND REAL-TIME RENDERING SOME THEORY BEHIND REAL-TIME RENDERING Jaroslav Křivánek Charles University in Prague Off-line realistic rendering (not yet in rea-time) Ray tracing 3 4 Image created by Bertrand Benoit Rendered in Corona

More information

INTERACTIVE GLOBAL ILLUMINATION WITH VIRTUAL LIGHT SOURCES

INTERACTIVE GLOBAL ILLUMINATION WITH VIRTUAL LIGHT SOURCES INTERACTIVE GLOBAL ILLUMINATION WITH VIRTUAL LIGHT SOURCES A dissertation submitted to the Budapest University of Technology in fulfillment of the requirements for the degree of Doctor of Philosophy (Ph.D.)

More information

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural 1 Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural to consider using it in video games too. 2 I hope that

More information

Photorealism: Ray Tracing

Photorealism: Ray Tracing Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any

More information

Efficient Caustic Rendering with Lightweight Photon Mapping

Efficient Caustic Rendering with Lightweight Photon Mapping Efficient Caustic Rendering with Lightweight Photon Mapping Pascal Grittmann 1,3 Arsène Pérard-Gayot 1 Philipp Slusallek 1,2 Jaroslav Kr ivánek 3,4 1 Saarland University 2 DFKI Saarbrücken 3 Charles University,

More information

Motivation. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

Motivation. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing Advanced Computer Graphics (Spring 2013) CS 283, Lecture 11: Monte Carlo Path Tracing Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Motivation General solution to rendering and global illumination

More information

782 Schedule & Notes

782 Schedule & Notes 782 Schedule & Notes Tentative schedule - subject to change at a moment s notice. This is only a guide and not meant to be a strict schedule of how fast the material will be taught. The order of material

More information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 15 RAY TRACING 1 Announcements Programming Assignment 3 out today - overview @ end of the class Ray Tracing 2 Lecture Overview Review of last class Ray Tracing 3 Local

More information

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference

More information

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD Shading, lighting, & BRDF Theory Cliff Lindsay, PHD Overview of today s lecture BRDF Characteristics Lights in terms of BRDFs Classes of BRDFs Ambient light & Shadows in terms of BRDFs Decomposing Reflection

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2016 - Lecture 10: Shading Models Welcome! Today s Agenda: Introduction Light Transport Materials Sensors Shading INFOGR Lecture 10 Shading Models 3 Introduction

More information

Computer Vision. The image formation process

Computer Vision. The image formation process Computer Vision The image formation process Filippo Bergamasco (filippo.bergamasco@unive.it) http://www.dais.unive.it/~bergamasco DAIS, Ca Foscari University of Venice Academic year 2016/2017 The image

More information

MITOCW MIT6_172_F10_lec18_300k-mp4

MITOCW MIT6_172_F10_lec18_300k-mp4 MITOCW MIT6_172_F10_lec18_300k-mp4 The following content is provided under a Creative Commons license. Your support will help MIT OpenCourseWare continue to offer high quality educational resources for

More information

Biased Monte Carlo Ray Tracing

Biased Monte Carlo Ray Tracing Biased Monte Carlo Ray Tracing Filtering, Irradiance Caching, and Photon Mapping Henrik Wann Jensen Stanford University May 23, 2002 Unbiased and Consistent Unbiased estimator: E{X} =... Consistent estimator:

More information

w Foley, Section16.1 Reading

w Foley, Section16.1 Reading Shading w Foley, Section16.1 Reading Introduction So far, we ve talked exclusively about geometry. w What is the shape of an object? w How do I place it in a virtual 3D space? w How do I know which pixels

More information

Lecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19

Lecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19 Lecture 17: Recursive Ray Tracing Where is the way where light dwelleth? Job 38:19 1. Raster Graphics Typical graphics terminals today are raster displays. A raster display renders a picture scan line

More information

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

rendering equation computer graphics rendering equation 2009 fabio pellacini 1 rendering equation computer graphics rendering equation 2009 fabio pellacini 1 physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer

More information

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth Paths, diffuse interreflections, caching and radiometry D.A. Forsyth How we got here We want to render diffuse interreflections strategy: compute approximation B-hat, then gather B = E +(ρk)e +(ρk)( ˆB

More information

Luxo Jr. (Pixar, 1986) Last Time. Real Cameras and Ray Tracing. Standard Rasterization. Lights, Cameras, Surfaces. Now Playing:

Luxo Jr. (Pixar, 1986) Last Time. Real Cameras and Ray Tracing. Standard Rasterization. Lights, Cameras, Surfaces. Now Playing: Now Playing: Luxo Jr. (Pixar, 1986) Giant Steps From Giant Steps Recorded May 4-5, 1959 John Coltrane - Tenor Sax Tommy Flanagan - Piano Paul Chambers - Bass Art Taylor - Drums Real Cameras and Ray Tracing

More information

Simple Lighting/Illumination Models

Simple Lighting/Illumination Models Simple Lighting/Illumination Models Scene rendered using direct lighting only Photograph Scene rendered using a physically-based global illumination model with manual tuning of colors (Frederic Drago and

More information

Metropolis Light Transport

Metropolis Light Transport Chapter 11 Metropolis Light Transport We propose a new Monte Carlo algorithm for solving the light transport problem, called Metropolis light transport (MLT. It is inspired by the Metropolis sampling method

More information

Module 5: Video Modeling Lecture 28: Illumination model. The Lecture Contains: Diffuse and Specular Reflection. Objectives_template

Module 5: Video Modeling Lecture 28: Illumination model. The Lecture Contains: Diffuse and Specular Reflection. Objectives_template The Lecture Contains: Diffuse and Specular Reflection file:///d /...0(Ganesh%20Rana)/MY%20COURSE_Ganesh%20Rana/Prof.%20Sumana%20Gupta/FINAL%20DVSP/lecture%2028/28_1.htm[12/30/2015 4:22:29 PM] Diffuse and

More information

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura Computer Graphics Lecture 13 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local

More information

NAME mkpmap - generate RADIANCE photon map. SYNOPSIS mkpmap apg apc apv apd app apc file nphotons [bwidth]... [options] octree

NAME mkpmap - generate RADIANCE photon map. SYNOPSIS mkpmap apg apc apv apd app apc file nphotons [bwidth]... [options] octree NAME mkpmap - generate RADIANCE photon map SYNOPSIS mkpmap apg apc apv apd app apc file nphotons [bwidth]... [options] octree DESCRIPTION Mkpmap takes a RADIANCE scene description as an octree and performs

More information

Visualisatie BMT. Rendering. Arjan Kok

Visualisatie BMT. Rendering. Arjan Kok Visualisatie BMT Rendering Arjan Kok a.j.f.kok@tue.nl 1 Lecture overview Color Rendering Illumination 2 Visualization pipeline Raw Data Data Enrichment/Enhancement Derived Data Visualization Mapping Abstract

More information

Photon Mapping. Michael Doggett Department of Computer Science Lund university

Photon Mapping. Michael Doggett Department of Computer Science Lund university Photon Mapping Michael Doggett Department of Computer Science Lund university Outline Photon Mapping (ch. 14 in textbook) Progressive Stochastic 2011 Michael Doggett How to make light sampling faster?

More information

Illumination. Michael Kazhdan ( /657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2

Illumination. Michael Kazhdan ( /657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2 Illumination Michael Kazhdan (601.457/657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2 Ray Casting Image RayCast(Camera camera, Scene scene, int width, int height) { Image image = new Image(width, height); for

More information

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination Global Illumination Why Global Illumination Last lecture Basic rendering concepts Primitive-based rendering Today: Global illumination Ray Tracing, and Radiosity (Light-based rendering) What s Global Illumination

More information

Lighting and Materials

Lighting and Materials http://graphics.ucsd.edu/~henrik/images/global.html Lighting and Materials Introduction The goal of any graphics rendering app is to simulate light Trying to convince the viewer they are seeing the real

More information

CS130 : Computer Graphics Lecture 8: Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside

CS130 : Computer Graphics Lecture 8: Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside CS130 : Computer Graphics Lecture 8: Lighting and Shading Tamar Shinar Computer Science & Engineering UC Riverside Why we need shading Suppose we build a model of a sphere using many polygons and color

More information

RAYTRACING. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION. HPCViz, KTH Royal Institute of Technology, Sweden

RAYTRACING. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION. HPCViz, KTH Royal Institute of Technology, Sweden DH2323 DGI15 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION RAYTRACING HPCViz, KTH Royal Institute of Technology, Sweden http://kth.academia.edu/christopheredwardpeters Based on DGI12 notes by Carl

More information

The Rendering Equation & Monte Carlo Ray Tracing

The Rendering Equation & Monte Carlo Ray Tracing Last Time? Local Illumination & Monte Carlo Ray Tracing BRDF Ideal Diffuse Reflectance Ideal Specular Reflectance The Phong Model Radiosity Equation/Matrix Calculating the Form Factors Aj Ai Reading for

More information

Illumination Under Trees. Nelson Max University of Tokyo, and University of California, Davis

Illumination Under Trees. Nelson Max University of Tokyo, and University of California, Davis Illumination Under Trees Nelson Max University of Tokyo, and University of California, Davis Topics Hierarchical image based rendering for trees Atmospheric illumination and shadows Shadow penumbras with

More information

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements Thursday in class: midterm #1 Closed book Material

More information

CS6670: Computer Vision

CS6670: Computer Vision CS6670: Computer Vision Noah Snavely Lecture 20: Light, reflectance and photometric stereo Light by Ted Adelson Readings Szeliski, 2.2, 2.3.2 Light by Ted Adelson Readings Szeliski, 2.2, 2.3.2 Properties

More information

Chapter 11. Caustics and Global Illumination

Chapter 11. Caustics and Global Illumination 11 and Global Illumination Chapter 11 Direct illumination occurs when a light source directly illuminates an object or objects in a scene. Indirect illumination occurs if light illuminates objects by reflection

More information

Global Illumination and Monte Carlo

Global Illumination and Monte Carlo Global Illumination and Monte Carlo MIT EECS 6.837 Computer Graphics Wojciech Matusik with many slides from Fredo Durand and Jaakko Lehtinen ACM. All rights reserved. This content is excluded from our

More information

Lighting and Shading

Lighting and Shading Lighting and Shading Today: Local Illumination Solving the rendering equation is too expensive First do local illumination Then hack in reflections and shadows Local Shading: Notation light intensity in,

More information

Metropolis Light Transport

Metropolis Light Transport Metropolis Light Transport CS295, Spring 2017 Shuang Zhao Computer Science Department University of California, Irvine CS295, Spring 2017 Shuang Zhao 1 Announcements Final presentation June 13 (Tuesday)

More information